For the ranking system, see Ranking
Style is a way for the game to keep score, indicating how stylishly the player kills enemies.
Style ranks[]
Rank | Color | Ordinal rank | Points | Decay | Hard Damage regen multiplier |
---|---|---|---|---|---|
DESTRUCTIVE | Blue | First | 200 | 1× | 1× |
CHAOTIC | Green | Second | 300 | 1.25× | 1× |
BRUTAL | Yellow | Third | 400 | 1.5× | 1× |
ANARCHIC | Orange | Fourth | 500 | 2× | 1× |
SUPREME | Red | Fifth | 700 | 3× | 2× |
SSADISTIC | Sixth | 850 | 4× | 2.5× | |
SSSHITSTORM | Seventh | 1000 | 6× | 3× | |
ULTRAKILL | Gold | Eighth | 1500 | 8× | Instant |
Decay[]
Every second, the style meter decays by 15 points, multiplied by the decay multiplier corresponding to the current rank listed in the table above.
Style Bonuses[]
The following lists are all of the Style Bonuses that are currently in Ultrakill.
- Note: Some of these Bonuses give different amounts of Style Points for doing them under different circumstances, and some may turn gray and give less when overdone.
Basic Style Bonuses[]
Name | Color | Style Points | Description |
---|---|---|---|
KILL | White | Varies | Kill an enemy without gibbing it or attacking its weak point. |
DOUBLE KILL | Orange | 25 | Kill 2 enemies within half a second. |
TRIPLE KILL | Orange | 50 | Kill 3 enemies within half a second. |
MULTIKILL x(y) | Orange | 100 (per enemy killed) | Kill more than 3 enemies within half a second. |
FRIENDLY FIRE | White | 200 / 250 | Make one enemy hit or kill another, or Parry an enemy's attack into another enemy or itself. |
EXPLODED | White | 45 | Kill an enemy with an explosion. |
BIG KILL | White | Varies
|
Kill a big enemy (including bosses). |
BIG FISTKILL | White | 150 | Kill a big enemy with a Fist (including bosses). |
BIG HEADSHOT | White | 150 | Kill a big enemy with a headshot (including bosses). |
GROUND SLAM | White | 60 | Kill an enemy with a ground slam. |
AIR SLAM | Blue | 160 | Kill an airborne enemy with a ground slam.
|
HEADSHOT | White | 80 | Kill an enemy with a headshot. |
HEADSHOT COMBO x(y) | Blue | 20 * y | Land consecutive nonlethal headshots on enemies, with each additional headshot adding 20 points. Lethal headshots duplicate the current combo count, but do not add to it (glitch). Bodyshots or shots that hit the level or an object reset the counter. Missed shots that disappear into the skybox do not reset the counter. Counter resets if it is not extended by the time the previous combo's style bonus text disappears from the style list. |
LIMB HIT | White | 60 | Kill an enemy by shooting a limb. |
FINISHED OFF | Blue | 50 | Kill a burning enemy. |
PARRY | Green | 100 | Successfully perform a Parry. |
CRITICAL PUNCH | White | 40 | Kill an enemy by punching its weak point. |
AIRSHOT | Blue | 50 | Launch and kill an enemy in midair. |
FIREWORKS | Blue | 120 | Launch and explode an enemy in midair. |
DISRESPECT | White | 60 | Punch (but not kill) an enemy belonging to heavy or superheavy weight class (or Gabriel). |
Weapon-Specific Style Bonuses[]
Name | Color | Style Points | Description |
---|---|---|---|
PROJECTILE BOOST | Green | 90 | Parry a Shotgun pellet into an enemy. |
ARSENAL | Blue | 50 | Kill an enemy with more than one weapon used. Weapon variations count as another weapon. Damage from certain enemies (such as friendly fire from Malicious Faces) also counts. Combo attacks (such as shooting a Core with a Revolver) do not count. |
CHARGEBACK | White | 400 | Deflect an enemy's hitscan attack, such as Malicious Face's laser, into an enemy with a Coin. |
RICOSHOT x(y) | Blue | 50 + (y * 15) | Ricochet any Revolver shot (including Slab Revolvers) off of one or more Coins. With all RICOSHOT Style Bonus calculations, the game multiplies the total number of coins ricocheted (or more accurately the power of the final coin shot due to factors like Coin Punching and Deadcoining) and multiplies it by 15. |
ULTRARICOSHOT x(y) | Orange+Blue | 100 + (y * 15) | Chain a hitscan projectile other than the Revolver's primary fire off of one or more Coins. Reflected enemy hitscan attacks also count. |
GROOVY | White | 60-100 (?) | Kill an enemy with the Sawed-on's revving chainsaw. |
NO-NO | White | 60 (?) | Kill an enemy with the Sawed-on's chainsaw launch. |
RE-NO-NO | White | 60 (?) | Kill an enemy with a launched chainsaw from the Sawed-on that has been parried with the Feedbacker atleast once. |
UNCHAINEDSAW | White | 120 (?) | Kill an enemy with a launched chainsaw from the Sawed-on that has been detatched with the Knuckleblaster. |
JUGGLE | Blue | 35 (?) | "Juggle" or, hit an enemy mid-air with explosives. |
CONDUCTOR | Blue | 1-90 (1 Style Point per nail up to 90 nails) | Shock an enemy filled with Nails using the Jumpstart Nailgun or Electric Railcannon. |
BIPOLAR | Blue | 120 | Kill an enemy with Nails orbiting between 2 magnets. |
ATTRAPTOR | Blue | 60 | Kill an enemy with Nails clustered around a magnet. |
NAILBOMBED | Gray | 10 | Hurt an enemy either with Nails by exploding a magnet or with a sawblades punched out of its orbit around a magnet. |
NAILBOMBED | White | 120 | Kill an enemy either with Nails by exploding a magnet or with a sawblades punched out of its orbit around a magnet. |
QUICKDRAW | Blue | 50 | Shoot an enemy immediately after switching to the Revolver or Shotgun. |
OVERKILL | White | 100 | Kill a small enemy with a point-blank Shotgun or Jackhammer blast. |
FISTFUL OF DOLLAR | Blue | 50 | Parry a Coin into an enemy. |
CATAPULTED | Blue |
|
Have a magnet kill an enemy filled with nails by flinging them into the ground. |
CANNONBALLED | White | 50 | Kill an enemy using the S.R.S. Cannon's alt fire, parry the Virtue's orb after its carrier dies into an enemy, parry the Insurrectionist's Malicious Face back into it and kill it, or parry a Drone into Malicious Face and kill it. |
CANNONBOOST | Green | 100 | Kill an enemy with a feedbacker-boosted S.R.S. Cannon cannonball. |
DUNKED | Green | 300 | Kill an enemy through punching a S.R.S. Cannon cannonball that has already hit an enemy. |
HALF OFF | Blue | 50 | Slice an enemy in half with the Sawblade Launcher, possible on fodder Husks (Filth, Strays, Schisms, and Soldiers) via a lethal sawblade hit to the torso. |
COMPRESSED | White | 0-50 | Enemy corpse is crushed by a collapsing black hole from the Black Hole Cannon in the Developer Museum. |
Why are you even using this weapon | White | ? | Kill a spawned enemy with the Black Hole Cannon in the Developer Museum. |
SCREWED | White | 75 (?) | Kill an enemy with the Screwdriver Railcannon. |
CORKSCREW BLOW | Green | 200 (?) | Parry a Screwdriver. |
GIGA DRILL BREAK | Green | 170 (?) | Kill an enemy by parrying an attached Screwdriver. |
BLUNT FORCE | White | 50 | Kill an enemy with a low speed Jackhammer impact. |
HEAVY HITTER | White | 80 | Kill an enemy with a medium speed Jackhammer impact. |
BLASTING AWAY | White | 100 | Hit an enemy with a full speed Jackhammer impact. |
FULL IMPACT | White | 175 | Kill an enemy with a full speed Jackhammer impact. |
Enemy-Specific Style Bonuses[]
Name | Color | Style Points | Description |
---|---|---|---|
INSTAKILL | Green | 200 | Shoot a Streetcleaner's explosive tank. |
GUARD BREAK | Green | 100 | Destroy Gutterman's shield with the Knuckleblaster, a parried Landmine, or the Jackhammer. |
HOMERUN | White | 100 | Kill a Drone, a Virtue, or the Mysterious Druid Knight (& Owl) with a punch immediately after using the Whiplash on it. |
MAURICED | White | 80 | Kill an enemy by crushing them with the falling corpse of a Malicious Face. Killing an enemy with the Malicious Face-shaped rolling boulder in 4-S also gives this bonus. |
PANCAKED | White | 200 | Kill an enemy by crushing them with the falling corpse of a Gutterman. |
SLIPPED | White | 125 | Make a Guttertank kill themselves by dodging their punch. |
ICONOCLASM | White | 100 | Destroy an Idol with a Feedbacker punch, Knuckleblaster punch, Knuckleblaster shockwave, Jackhammer punch, Screwdriver Parry or ground slam. |
SERVED | Blue | 75 | Parry a Landmine into an enemy. |
LANDYOURS | Green | 150 | Parry a Landmine into the Guttertank (or Big Johninator) that placed it. |
ROCKET RETURN | Blue | 100 | Make a Guttertank's or 1000-THR Defense System's rocket hit itself without riding on it. |
ROUND TRIP | Green | 300 | Ride a Guttertank's rocket back into itself (without the Whiplash). |
STRIKE! | Blue | 100 | Launch a dying Mindflayer directly into an enemy by using the Knuckleblaster. |
ENRAGED | Red | 250 | Enrage an enemy. |
INTERRUPTION | Green | 100 | Shoot an enemy's projectile just before they fire it. |
TIME OUT | Green | 60 | Shoot a Cannonball into a falling Insurrectionist |
RIDE THE LIGHTNING | Green | 680 | Reflect Ferryman's lightning attack with a Coin. |
Boss-Specific Style Bonuses[]
Name | Color | Style Points | Description |
---|---|---|---|
DOWN TO SIZE | Blue | 500 | Parry The Corpse of King Minos' punch. |
COUNTERRICOSHOT x(y) | Red+Blue | 100 + (y * 15) | Ricochet the Revolver's primary fire off of one or more Coins with at least one coin in a red counter state from V2's revolver shots. |
ULTRACOUNTERRICOSHOT x(y) | Orange+Red+Blue | 150 + (y * 15) | Ricochet a hitscan projectile other than the Revolver's primary fire off of one or more Coins with at least one coin in a red counter state from V2's revolver shots. |
TRAMPLED | White | 80 | Make an enemy get crushed by a |
M.A.D. | White | 80 | Kill an Earthmover or any other enemy by letting the timer run all the way down. |
Environmental Style Bonuses[]
Name | Color | Style Points | Description |
---|---|---|---|
FRIED | White | 20 | Make an enemy burn to death. |
OUT OF BOUNDS | Gray | 20 | Make an enemy's corpse fall out of the level. |
OUT OF BOUNDS | White | 100 | Make an enemy fall out of the level |
SHREDDED | Gray | 20 | Shred an enemy's corpse with a fan or other shredding hazards. |
SHREDDED | White | 80 | Shred an enemy or its corpse with a fan or other shredding hazards. |
MINCED | Gray | 20 | Mince an enemy's corpse with a grinder or a similar hazard. |
MINCED | White | 80 | Mince an enemy with a grinder or a similar hazard. |
CRUSHED | Gray | 20 | Crush an enemy's corpse with a crusher or a similar hazard. |
CRUSHED | White | 80 | Crush an enemy with a crusher or a similar hazard. |
FALL | Gray | 20 | Make an enemy's corpse fall into a bottomless pit or void. |
FALL | White | 80 | Make an enemy fall into a bottomless pit or void. |
SPLATTERED | White | 100 | Make an enemy die of fall damage. |
ZAPPED | White | 80 | Have an enemy fall into a kill plane in the Cyber Grind. |
TRASHED | White | Unknown | Have an enemy fall into the bottomless pits in [ 7-S: HELL BATH NO FURY ] |
ROADKILL | White | 80 | Make an enemy fall onto train tracks. |
BOILED | Gray | 20 | Make an enemy's corpse fall into the Phlegethon (AKA the boiling blood river) in [ 7-2: LIGHT UP THE NIGHT ] |
BOILED | White | 80 | Make an enemy or its corpse fall into the Phlegethon (AKA the boiling blood river) in [ 7-2: LIGHT UP THE NIGHT ] |
FOR THEE | Gray | 20 | Make an enemy's corpse get crushed by the falling watchtower in [ 7-2: LIGHT UP THE NIGHT ] |
FOR THEE | White | 80 | Make an enemy get crushed by the falling watchtower in [ 7-2: LIGHT UP THE NIGHT ] |
LOST | Gray | 20 | Drop an enemy's corpse deep into the Wood of the Suicides in [ 7-3: NO SOUND, NO MEMORY] |
LOST | White | 80 | Drop an enemy deep into the Wood of the Suicides in [ 7-3: NO SOUND, NO MEMORY] |
LONG WAY DOWN | Gray | 20 | Drop an enemy's corpse off the Earthmover in [ 7-4: ...LIKE ANTENNAS TO HEAVEN ] |
LONG WAY DOWN | White | 80 | Kill an enemy by making them fall off the Earthmover in [ 7-4: ...LIKE ANTENNAS TO HEAVEN ] |
SCRONGLED | Gray | 20 | Dropping an enemy's corpse into the red substance found in the blue pedestal room after the first room in [ P-2: WAIT OF THE WORLD ] |
SCRONGLED | White | 80 | Killing enemies with the red substance found in the blue pedestal room after the first room in [ P-2: WAIT OF THE WORLD ] |
ENVIROKILL | Gray | 20 | Dropping an enemy's corpse into the red substance found in the liquid tunnel in [ P-2: WAIT OF THE WORLD ]. This bonus was also used in earlier versions of the game before hazard-specific environmental kill bonuses replaced it.[1] |
ENVIROKILL | White | 80 | Killing an enemy with the red substance found in the liquid tunnel in [ P-2: WAIT OF THE WORLD ]. This bonus was also used in earlier versions of the game before hazard-specific environmental kill bonuses replaced it.[1] |
SCRONGBONGLED | Gray | 20 | Dropping an enemy's corpse into the red substance found at the bottom of the elevator in the inner sanctum in [ P-2: WAIT OF THE WORLD ]. Under normal circumstances no enemy should be capable of reaching the pool, as they should all have been killed to progress through the level. However, by loading an earlier checkpoint in the level after grabbing the blue skull, it is possible to un-kill enemies in the level, notably the Mindflayers, which can teleport into the substance. |
SCRONGBONGLED | White | 80 | Killing an enemy with the red substance found at the bottom of the elevator in the inner sanctum in [ P-2: WAIT OF THE WORLD ]. Under normal circumstances no enemy should be capable of reaching the pool, as they should all have been killed to progress through the level. However, by loading an earlier checkpoint in the level after grabbing the blue skull, it is possible to un-kill enemies in the level, notably the Mindflayers, which can teleport into the substance. |
SCRINDONGULODED | Gray | 20 | Dropping an enemy's corpse into the red substance found in the shortcut in [ P-2: WAIT OF THE WORLD ] |
SCRINDONGULODED | White | 80 | Killing an enemy with the red substance found in the shortcut in [ P-2: WAIT OF THE WORLD ] |
why are you even spawning enemies here | Gray | 20 | A unique style bonus only available in [ 5-4: LEVIATHAN ] when a spawned enemy's corpse falls into the underwater abyss. |
why are you even spawning enemies here | White | 80 | A unique style bonus only available in [ 5-4: LEVIATHAN ] when a spawned enemy falls into the underwater abyss. |
SECRET | Blue | 0 | Collect a Soul Orb that has not been previously collected on the current save file (typically when said soul orb is solid in color). Purely a cosmetic style bonus, does not grant any style points nor extend the style rank timer. |
Chess Style Bonuses[]
Name | Color | Style Points | Description |
---|---|---|---|
PAWN CAPTURE | White | ? | Capture a pawn piece in the chess game in the Developer Museum. |
ROOK CAPTURE | Orange | ? | Capture a rook piece in the chess game in the Developer Museum. |
KNIGHT CAPTURE | Green | ? | Capture a knight piece in the chess game in the Developer Museum. |
BISHOP CAPTURE | Green | ? | Capture a bishop piece in the chess game in the Developer Museum. |
QUEEN CAPTURE | Red | ? | Capture a queen piece in the chess game in the Developer Museum. |
KNIGHT PROMOTION | Green | ? | Promote a pawn into a knight in the chess game in the Developer Museum. |
ROOK PROMOTION | Green | ? | Promote a pawn into a rook in the chess game in the Developer Museum. |
BISHOP PROMOTION | Green | ? | Promote a pawn into a bishop in the chess game in the Developer Museum. |
QUEEN PROMOTION | Green | ? | Promote a pawn into a queen in the chess game in the Developer Museum. |
CASTLED | Blue | ? | Perform a castle in the chess game in the Developer Museum. |
EN PASSANT | Blue | ? | Perform an en passant in the chess game in the Developer Museum. |
ULTRAVICTORY | Red | ? | Win against a bot in the chess game in the Developer Museum. |
WHITE VICTORY | Blue | ? | Win as a white side in the chess game in the Developer Museum. |
BLACK VICTORY | Blue | ? | Win as a black side in the chess game in the Developer Museum. |
BONGCLOUD | Orange | ? | Perform a bongcloud opening[2] in the chess game in the Developer Museum. |
FOOLS MATE | Red | ? | Perform a fool's mate in the chess game in the Developer Museum. |
Modifiers[]
Multiplier[]
Rapidly increases by remaining airborne or sliding for a certain amount of time, this includes the rocket surf time and Whiplash's airtime when pulling yourself towards the enemy or vice versa; maximum of x3.00. Changes color from white to orange to red as it increases from x1.00 to x2.00 to x3.00. Multiplier is rapidly lost after touching the ground. Landing on an enemy counts towards touching the ground. Sliding on slopes or clinging on walls counts as airtime.
Weapon Freshness[]
Weapon freshness has 4 states for determining the current weapon's style point multiplier: Fresh (1.5x), Used (1x), Stale (0.5x) and Dull (0x). The decrease in multiplier is based on style actions: the more style is built up, the lower the multiplier will be. The multiplier for a weapon regenerates by using other weapons, or slowly over time while the gun is unequipped. To maintain a high weapon freshness, it is advised to switch weapons frequently.
When the player has only a single gun equipped, the freshness will not fall below "Fresh", if two, it will not go lower than "Used" and if three, it will not go lower than "Stale". Number of arms equipped will not affect the freshness threshold.
Style Penalty[]
Taking damage will immediately drop you down to the previous style rank, then deduct style points, calculated as Damage x 5. This penalty is not affected by difficulty.
Thus, taking 25 damage deducts 125 points, while 50 damage deducts 250. While environmental damage will deduct points, self-inflicted damage will not.
Bosses[]
Any form of damage which results in style points is multiplied by 1.5 times if that damage was dealt to a Boss (i.e. an enemy which has a Boss Bar).